[MAP RELEASE] Dingenskirchen - a tribute

This map is a collaboration between phisherman and me and the result of more than a year of more or less continuous development. It was created as a tribute to the good old times of RtCW and was originally intended to be released for the 10th birthday of WolfET. We didn't make it on time but we still hope it will bring back some memories to the old-schoolers amongst you.
Since this is the first public release, any feedback (ranging from bad texture-alignment to glitches) is welcome.

The .map source-file is planned to be released some day, but please understand that we would like to improve the map before any conversions based on an old version are created.
So please, if you find a bug, do NOT release any unofficial scriptfixes etc, as this will only cause confusion. If you find a bug, please post here or write me an eMail/PM, and I will release an official fix or a new map version.

-----Story-----
December 1944: The noose tightens around the Reich's neck as Allied forces threaten to cross the Siegfried Line and advance into Germany. In a strategy meeting in an Eifel castle, Kraut high command has worked out plans on how to repel the invaders. Allied intelligence wants these plans destroyed before they can be distributed to the front line.

This map has three main objectives instead of one, two of which must be completed by the Allies in order to win the match. This was done in an attempt to prevent the massive objective camping by the defending team on some maps.

Allied mission:

Repair and steal the axis tank located in the village.

Capture the village spawn and escort the tank past all obstacles and use it to blow open the Castle Gate.

Re: [MAP RELEASE] Dingenskirchen - a tribute

Great work guys!

Now I'm gonna be an ass for some of you.
But please consider removing of the Nazi symbols in the next release (with axis or something)

For three reasons.
In some countrys this is prohibited by law, including my own (so players might get in troubles *worst case scenario*)
Some people might find this very disturbing or offensive.
Young childern also play this game, and I don't think parents will allow this.

Overal I just don't think it is wise to add this in such an awesome map.

I will test run it on our servers (www.quarkclan.com) in the next beta release.
I hope you guys replace the images in this release with fictional nazi/axis.

I myself have no problems with this, but we run a huge community and I am sure some people have.

Also, the map size in really big which makes it nearly impossible to run on big servers (huge player loss)
I have no idea if this can be smallered drasticly (20mb +/-)

Re: [MAP RELEASE] Dingenskirchen - a tribute

Good evening,

I have not the feel the map is that large: when you have maps like MML Minas Tirith widely played for the sake of the K/D ratio, well, the size isn't the biggest matter map-wise, I'm sure everyone got lost in Battery building when they discovered the game for instance The objective in the limbo are clearly pointed with cams and icons on the Command Map.

After retrieving it from my college connection today I have tested it, and heh, I created a little album over at IMGUR for the feedback

I have few more elements in mind I haven't put there, such as the lit little burnings behind the torches (I guess a surfaceparm nolightmap for them would do the trick, it is noticeable only in r_lightmap 1 mode fyi).

As I have pointed in my album, I think there is an optimization marge which isn't negligible, I will check further with r_showtris 2.

Edit: Oh, and AWESOME trick above the water surrounding the place!

Edit 2: And btw now I may actually play it and just not look at all the details and beauty of the place xD

Re: [MAP RELEASE] Dingenskirchen - a tribute

Originally Posted by ETJump-Zero

I think he meant the .pk3 size. It's HUGE.

On topic: map looks really awesome!

Ah yes, there's a (20mb +/-) note, sorry ^^'

Well, most of the size comes from the maps (lightmaps are 1024x1024, the max for a nice and detailed shadowing, above is overkill and maybe not have benefits) and textures (high quality textures, see the thanks to part of the read me to understand ^^) folders.

I try to limit my maps between 6 and 12 MB (I've been able to have more content in a reduced package in term of size for a map, playing with shaders and files), but it's not easy; It's even harder when you want to have a great visual quality and variety.

Praetoria reaches 30 or 40 MB IIRC, this one is 50, I feel it is worth it, even if it is large... Now, it's up to admins

Re: [MAP RELEASE] Dingenskirchen - a tribute

Great looking map, I really like the snow and the shadows. Reminds me a bit of the map Transmitter. Also, an overall great RtCW-feel to it. Job well done. As Mateos says, the pk3 is rather large (70 Mb) and there is a significant fps drop due to too many details (see Mateos' 5th image, tris count over 100k). I can create some basic, simple Omni-bot files if you want.

Last edited by Loffy; 27th Feb 2014 at 08:51.
Reason: Ops, I didn't see the post over at omni-bot.invisionzone.com. We'll sort this out. Map needs Omni-bot files (and higher fps).

Re: [MAP RELEASE] Dingenskirchen - a tribute

Originally Posted by Mateos

Ah yes, there's a (20mb +/-) note, sorry ^^'

Well, most of the size comes from the maps (lightmaps are 1024x1024, the max for a nice and detailed shadowing, above is overkill and maybe not have benefits) and textures (high quality textures, see the thanks to part of the read me to understand ^^) folders.

I try to limit my maps between 6 and 12 MB (I've been able to have more content in a reduced package in term of size for a map, playing with shaders and files), but it's not easy; It's even harder when you want to have a great visual quality and variety.

Praetoria reaches 30 or 40 MB IIRC, this one is 50, I feel it is worth it, even if it is large... Now, it's up to admins

I don't think having HD textures is necessary though. The map would look really nice even without in my opinion at least. It's just indeed kind of problematic that most people don't really want to spent anywhere from 2 to 20 minutes downloading a single map. I would release a version with less high quality textures. Maybe have both?

EDIT: I don't know.. I could just walk around this map and enjoy the view. Totally worth + 100 MB. Really awesome looking map

Re: [MAP RELEASE] Dingenskirchen - a tribute

Originally Posted by ETJump-Zero

It's just indeed kind of problematic that most people don't really want to spent anywhere from 2 to 20 minutes downloading a single map. I would release a version with less high quality textures. Maybe have both?

Some maps have a lite version, it could be something to consider... Depends on the map reception around the web and among players. If there is a certain number of people finding the map too large in terms of physical disk space download-wise, it could be given a try; Up to mapper and community in a way

Re: [MAP RELEASE] Dingenskirchen - a tribute

We run a very populair server,
But there is no way I can put that large of a file sized map on it.
We would probably lose 70% of our players due to this.
Please consider a lite version +/-20MB less is better.